What happens in StarPower?
Participants have a chance to progress from one level of society to another by acquiring wealth through trading with other participants. Once the society is established, the group with the most wealth is given the right to make the rules for the game. The power group generally makes rules which maintain or increase its power and which those being governed consider to be unfair. This generally results in some sort of rebellion by the other members of the society.
Who is it for?
It can be used with any students from 8th grade and older. There are three general types of groups within educational institutions and charities that use StarPower:
Groups concerned about the ethical use of power. This generally includes peace groups, classes on racism, diversity, ethics, and almost any other course or activity concerned with making the world a better place to live.
Teachers of business, sociology, psychology, political science, economics, or history, who believe that it is important for their students to experience and understand power as a concept.
Those who are interested in teaching people who have power how to use their power in an appropriate manner.
What are the unique features of StarPower?
The most unique feature of StarPower is the strength of the impression it makes on the participants. It sneaks up on them. During the first two rounds, the atmosphere is very social. People are laughing, talking, exchanging chips, and having a good time. When the announcement is made that, “because the squares have worked so hard, they now have the right to make the rules for the game” participants begin to sense that more is going on than the exchange of a few chips. Then, when the Squares pull their chairs in a tight circle and begin whispering conspiratorially about the rules they want to make, the social atmosphere evaporates and the players become very earnest about the game. Without really being aware of it, “winning” the game has become very important. And because it is important, the actions, decisions and behaviors are important.
What does StarPower teach?
Each of us may be more vulnerable to the temptation to abuse power than we realize. Power can be amazingly seductive.
- To change behavior, it may be necessary to change the system in which that behavior occurs.
- Few people are likely to participate in an endeavor if they feel powerless.
- If rules do not have legitimacy, they will not be obeyed.
- What seems fair to those in power is not likely to seem fair to those who are out of power.
- Persons who are promoted rarely remember those they leave behind.
- Power is like fire, it can be used to help make the world a better place to live or it can be terribly destructive.
- In any system, there needs to be checks on power. If there are no checks, power will almost certainly be abused.
StarPower Kit includes all materials necessary.
How long does StarPower take?
It is best to plan one and one half-hours for the playing of the game and a half to one hour or more for discussion. If time is an issue, it can be played in one fifty-minute period and then discussed the next period.
How many participants does a StarPower kit accommodate?
A minimum of 18 and a maximum of 36 can participate. It can be run with as few as 12 participants but we recommend a minimum of 18.
How much preparation is required?
Preparation requires approximately one-half hour to one hour for the inexperienced instructor; less for the person who has been through it or is an experienced simulation facilitator.
Are any consumable forms or special equipment needed?
No. All materials to run the simulation are included in the kit.
Other Products For Schools & Charities
When participants finish BaFa’BaFa’®, they know what it feels like to be the one person in a group who is different. They understand how easily stereotypes can be developed and what must be done to overcome them.
Power of Leadership
Power of Leadership is a real time, face to face, non-computer based simulation that helps students understand the value and dangers a leader faces when he or she attempts to use the power that goes with a position.
Rafa’ Rafa’ is a simplified version of BaFa’ BaFa’ and therefore better suited for younger students.
What Is NO?
After What is NO?®, participants understand what types of behavior create misunderstanding and hostile environments for their colleagues and then identify ways of relating to colleagues in ways that create trust and respect.
Where Do You Draw the Line?
Where Do You Draw the Line? helps participants understand the actual principles that most people use to make ethical decisions. We often customize this simulation to target specific ethical issues.
Guns or Butter
Guns or Butter helps students understand current events at a visceral level. It’s one experience for a student to see a news report on North Korea’s plan for nuclear development; it’s quite another to see such a report and be able to feel as though you’ve been through a similar experience and can understand the pressures felt and decisions that leaders made in creating the situation.